;
;   MINARIAN DESCRIPTION TEXT 9/12/2000
;       for the Civilization II: Test of Time scenario
;   THE RISE OF THE NECROMANCER
;       aka NECROCIV    
;   
;   Created by Harris (necrociv@yahoo.com)
;       for the Third Scenario Design Contest
;       hosted by the Scenario League (sleague.apolyton.net)
;
;
@ADVANCE_DESCRIPTIONS
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below beginning with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no description, do not list or index.
;
@@ADVANCE_INDEX
0,			; Advanced Flight
1,			; Alphabet
54,			; Amphibious Warfare
2,			; Astronomy
3,			; Atomic Theory
4,			; Automobile
5,			; Banking
6,			; Bridge Building
7,			; Bronze Working
8,			; Ceremonial Burial
9,			; Chemistry
10,			; Chivalry
11,			; Code of Laws
55,			; Combined Arms
12,			; Combustion
13,			; Communism
14,			; Computers
15,			; Conscription
16,			; Construction
17,			; The Corporation
18,			; Currency
19,			; Democracy
56,			; Economics
20,			; Electricity
21,			; Electronics
22,			; Engineering
57,			; Environmentalism
58,			; Espionage
23,			; Explosives
24,			; Feudalism
25,			; Flight
59,			; Fundamentalism
26,			; Fusion Power
27,			; Genetic Engineering
60,			; Guerrilla Warfare
79,			; Gunpowder
80,			; Horseback Riding
81,			; Industrialization
82,			; Invention
83,			; Iron Working
28,			; Labor Union
61,			; The Laser
62,			; Leadership
29,			; Literacy
63,			; Machine Tools
30,			; Magnetism
31,			; Map Making
32,			; Masonry
33,			; Mass Production
34,			; Mathematics
35,			; Medicine
36,			; Metallurgy
64,			; Miniaturization
65,			; Mobile Warfare
37,			; Monarchy
66,			; Monotheism
38,			; Mysticism
39,			; Navigation
40,			; Nuclear Fission
41,			; Nuclear Power
42,			; Philosophy
43,			; Physics
44,			; Plastics
89,			; Ultrastring Theory
68,			; Polytheism
45,			; Pottery
69,			; Radio
46,			; Railroad
47,			; Recycling
48,			; Refining
70,			; Refrigeration
49,			; The Republic
50,			; Robotics
51,			; Rocketry
71,			; Sanitation
72,			; Seafaring
52,			; Space Flight
73,			; Stealth
53,			; Steam Engine
84,			; Steel
85,			; Superconductor
74,			; Tactics
75,			; Theology
86,			; Theory of Gravity
87,			; Trade
88,			; University
76,			; Warrior Code
77,			; The Wheel
78,			; Writing
67,			; Future Technology
90,			; Robotic Warfare
91,			; Quantum Transport
92,			; Telka Sumara
93,			; Teratogeny
94,			; Cybernetics
95			; Boht Comaree
96,			; Bioplasmas
97,			; Hyperentropics
98,			; Reality Engineering
99,			; Transcendence
-2,			; MUST BE HERE! TERMINATOR!

@@Advanced Flight

@@Alphabet

@@Astronomy

@@Atomic Theory

@@Automobile

@@Banking

@@Bridge Building

@@Bronze Working

@@Ceremonial Burial

@@Chemistry

@@Chivalry

@@Code of Laws

@@Combustion

@@Communism

@@Computers

@@Conscription

@@Construction

@@Corporation

@@Currency

@@The Democracy

@@Electricity

@@Electronics

@@Engineering

@@Explosives

@@Feudalism

@@Flight

@@Fusion Power

@@Genetic Engineering

@@Labor Union

@@Literacy

@@Magnetism

@@Map Making

@@Masonry

@@Mass Production

@@Mathematics

@@Medicine

@@Metallurgy

@@The Monarchy

@@Mysticism

@@Navigation

@@Nuclear Fission

@@Nuclear Power

@@Philosophy

@@Physics

@@Plastics

@@Pottery

@@Railroad

@@Recycling

@@Refining

@@The Republic

@@Robotics

@@Rocketry

@@Space Flight

@@Steam Engine

@@Amphibious Warfare

@@Combined Arms

@@Economics

@@Environmentalism

@@Espionage

@@Fundamentalism

@@Guerrilla Warfare

@@The Laser

@@Leadership

@@Machine Tools

@@Miniaturization

@@Mobile Warfare

@@Monotheism

@@Future Technology

@@Polytheism

@@Radio

@@Refrigeration

@@Sanitation

@@Seafaring

@@Stealth

@@Tactics

@@Theology

@@Warrior Code

@@Wheel

@@Writing

@@Gunpowder

@@Horseback Riding

@@Industrialization

@@Invention

@@Iron Working

@@Steel

@@Superconductor

@@Theory of Gravity

@@Trade

@@The University

@@Ultrastring Theory

@@Robotic Warfare

@@Quantum Transport

@@Telka Sumara

@@Teratogeny

@@Cybernetics

@@Boht Comaree

@@Bioplasmas

@@Hyperentropics

@@Reality Engineering

@@Transcendence

@IMPROVEMENT_DESCRIPTIONS
;
@@IMPROVEMENT_INDEX
-1,			; Nothing
15,			; Palace
2,			; Barracks
8,			; Granary
22,			; Temple
12,			; MarketPlace
10,			; Library
6,			; Courthouse
4,			; City Walls
0,			; Aqueduct
1,			; Bank
3,			; Cathedral
23,			; University
13,			; Mass Transit
5,			; Colosseum
7,			; Factory
11,			; Manufacturing Plant
18,			; SDI Defense
17,			; Recycling Center
16,			; Power Plant
9,			; Hydro Plant
14,			; Nuclear Plant
34,			; Stock Exchange
32,			; Sewer System
35,			; Supermarket
36,			; Superhighways
30,			; Research Lab
31,			; SAM Missile Battery
26,			; Coastal Fortress
33,			; Solar Plant
37,			; Harbor
27,			; Offshore Platform
24,			; Airport
28,			; Police Station
29,			; Port Facility
38			; Starport
21,			; SS Structural
19,			; SS Component
20,			; SS Module
25,			; (Capitalization)
-2,			; MUST BE HERE! TERMINATOR!

@@Aqueduct

@@Bank

@@Barracks

@@Cathedral

@@City Walls

@@Colosseum

@@Courthouse

@@Factory

@@Granary

@@Hydro Plant

@@Library

@@Manufacturing Plant

@@Marketplace

@@Mass Transit

@@Nuclear Power Plant
 
@@Palace

@@Power Plant

@@Recycling Center

@@SDI Defense

@@Spaceship Component

@@Spaceship Module

@@Spaceship Structural

@@Temple

@@University

@@Airport

@@Capitalization

@@Coastal Fortress

@@Offshore Platform

@@Police Stations

@@Port Facilities

@@Research Lab

@@SAM Missile Battery

@@Sewer System

@@Solar Power Plant

@@Stock Exchange

@@Supermarket

@@Superhighway

@@Harbor

@@Starport

@WONDER_DESCRIPTIONS
;
@@WONDER_INDEX
21,			; Pyramids
9,			; Hanging Gardens
2,			; Colossus
15,			; Lighthouse
7,			; Great Library
20,			; Oracle
8,			; Great Wall
25,			; Sun Tzu's War Academy
13,			; King Richard's Crusade
18,			; Marco Polo's Embassy
19,			; Michelangelo's Chapel
3,			; Copernicus' Observatory
16,			; Magellan's Expedition
23,			; Shakespeare's Theatre
14,			; Leonardo's Workshop
12,			; J. S. Bach's Cathedral
11,			; Isaac Newton's College
0,			; Adam Smith's Trading Co.
5,			; Darwin's Voyage
24,			; Statue of Liberty
6,			; Eiffel Tower
27,			; Women's Suffrage
10,			; Hoover Dam
17,			; Manhattan Project
26,			; United Nations
1,			; Apollo Program
22,			; SETI Program
4,			; Cure for Cancer
-2,			; MUST BE HERE! TERMINATOR!

@@Adam Smith's Trading Co.

@@Apollo Program

@@Colossus

@@Copernicus' Observatory

@@Cure for Cancer

@@Darwin's Voyage

@@Eiffel Tower

@@Great Library

@@Great Wall

@@Hanging Gardens

@@Hoover Dam

@@Isaac Newton's College

@@J.S. Bach's Cathedral

@@King Richard's Crusade

@@Leonardo's Workshop

@@Lighthouse

@@Magellan's Expedition

@@Manhattan Project

@@Marco Polo's Embassy

@@Michelangelo's Chapel

@@Oracle

@@Pyramids

@@SETI Program

@@Shakespeare's Theatre

@@Statue of Liberty

@@Sun Tzu's War Academy

@@United Nations

@@Women's Suffrage

@UNIT_DESCRIPTIONS
;
@@UNIT_INDEX
49,			; Settlers
21,			; Engineers
43,			; Warriors
46,			; Phalanx
2,			; Archers
33,			; Legion
47,			; Pikemen
36,			; Musketeers
23,			; Fanatics
45,			; Partisans
1,			; Alpine Troops
48,			; Riflemen
34,			; Marines
44,			; Paratroopers
35,			; Mech. Inf.
29,			; Horsemen
13,			; Chariot
20,			; Elephant
14,			; Crusaders
32,			; Knights
19,			; Dragoons
12,			; Cavalry
3,			; Armor
11,			; Catapult
7,			; Cannon
4,			; Artillery
30,			; Howitzer
24,			; Fighter
6,			; Bomber
28,			; Helicopter
39,			; Stlth Ftr.
38,			; Stlth Bmbr.
42,			; Trireme
9,			; Caravel
27,			; Galleon
26,			; Frigate
31,			; Ironclad
17,			; Destroyer
16,			; Cruiser
0,			; AEGIS Cruiser
5,			; Battleship
40,			; Submarine
10,			; Carrier
41,			; Transport
15,			; Cruise Msl.
37,			; Nuclear Msl.
18,			; Diplomat
50,			; Spy
8,			; Caravan
25,			; Freight
22,			; Explorer
51,			; Chon-ee
52,			; Colonist
53,			; Mupbu
54,			; RA-MARU
55,			; Sulka
56,			; War Dog
57,			; Kestrel
58,			; Benthon
59,			; Liwyathan
60,			; Spithre
61,			; Drakon
62,			; Teleporter
63,			; Cyborg
64,			; Plasman
65,			; Entrix
66,			; Magog
67,			; Xaos Missile
68,			; Dreadnought
69,			; Eightball
-1			; No Unit
-1			; No Unit
-1			; No Unit
70,			; Hoy Groot
71,			; Pronat
72,			; Ongshawk
73,			; Honata
74,			; Jiraki
75,			; Denshuk
76,			; Wuk Turr
-2,			; MUST BE HERE! TERMINATOR!

@@AEGIS Cruiser

@@Alpine Troops

@@Archers

@@Armor

@@Artillery

@@Battleship

@@Bomber

@@Cannon

@@Caravan

@@Caravel

@@Carrier

@@Catapult

@@Cavalry

@@Chariot

@@Crusaders

@@Cruise Missile

@@Cruiser

@@Destroyer

@@Diplomat

@@Dragoons

@@Elephant

@@Engineers

@@Explorer

@@Fanatics

@@Fighter

@@Freight

@@Frigate

@@Galleon

@@Helicopter

@@Horsemen

@@Howitzer

@@Ironclad

@@Knights

@@Legion

@@Marines

@@Mechanized Infantry

@@Musketeers

@@Nuclear Missile

@@Stealth Bomber

@@Stealth Fighter

@@Submarine

@@Transport

@@Trireme

@@Warriors

@@Paratroopers

@@Partisans

@@Phalanx

@@Pikemen

@@Riflemen

@@Settlers

@@Spy

@@Chon-ee

@@Colonist

@@Mupbu

@@RA-MARU

@@Sulka

@@War Dog

@@Kestrel

@@Benthon

@@Liwyathan

@@Spithre

@@Drakon

@@Teleporter

@@Cyborg

@@Plasman

@@Entrix

@@Magog

@@Xaos Missile

@@Dreadnought

@@Eightball

@@Hoy Groot

@@Pronat

@@Ongshawk

@@Honata

@@Jiraki

@@Denshuk

@@Wuk Turr

@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
@@TERRAIN_INDEX
0,	; Desert
1,	; Motte
2,	; Savannah
3,	; Forest
4, 	; Hills
5,	; Mountains
-1,	; Permafrost
-1,	; Glacial Hills
6,	; Swamp
-1,	; Wastelands
7,	; Ocean
8,	; Reptiles
9,	; Horses
2,	; Savannah
10,	; Game
11,	; Iron
12,	; Gold
-1,	; Unused 
-1,	; Unused
13,	; Spirits
-1,	; Unused
14,	; Merfolk
15,	; Forbidden Oasis
16,	; Orchards
2,	; Savannah
17,	; Enchanted Grove
18,	; Volcano	
19,	; Silver
-1,	; Unused
-1,	; Unused
20,	; Peat
-1,	; Unused
21,	; Giant Fish
30,	; Scorch
31,	; Blue Land
32,	; Moss
33,	; Fungi Forest
-1,	; Spike Rock
-1,	; z Spike Rock
34,	; Spike Rock
-1,	; z Wasteland
-1,	; z Poison Moss
35,	; Poison Moss
36,	; Abyss
37,	; Vent
38,	; Giant Insects
39,	; Manes
39,	; Manes
-1,	; z Canyon
-1,	; z Emeralite
40,	; Emeralite
-1,	; z Wasteland
-1,	; z Poison Moss
39,	; Manes
-1,	; z Abyss
41,	; Lava Pool
42,	; Crystal Growth
39,	; Manes
43,	; Toadstools
-1,	; z Gem Stones
-1,	; Yeep Stones
44,	; Yeep Stones
-1,	; z Wasteland
-1,	; z Poison Moss
45,	; Su Beast
-1,	; z Abyss
-2,	; MUST BE HERE! TERMINATOR!

;Terrain Types
@@Desert 
Minaria is a lush and fertile land and there are no known deserts. Captured pirates often tell of a desert they have seen that is rumored to contain an enchanted oasis. 

@@Motte
Between the rolling Savannah and the great Forests are Motte, rich lands dotted with arbor groves. They provide both farmland an wood and are excellent for raising livestock.

@@Savannah
The rolling Savannahs of Minaria provide the rich soil required by agricultural societies.

@@Forest
It is said that the forests of Minaria were leveled during the great civil war that annihilated the Lloroi empire. A young forest is thick with undergrowth, sports trees of many sizes and species, and provides a haven for small creatures of every type. Older woods, in comparison, have had the time to lay down a thick carpet of litter, which acts like mulch to discourage undergrowth and younger, smaller trees. When you encounter wide, clear paths among thick trunks with little or no sunlight penetrating the forest canopy, you know that you are in an elder wood. Treat these forests with respect, for they are far older than your oldest living relative, and there are creatures living in them that predate the human race.

@@Hills
Centuries of erosion have worn down the once great mountains of Miniaria to foot hills. Little mining has been conducted in Minaria's last six centuries and as such rich deposits of ore and be found with little effort.

@@Mountains
Mountains are areas of high elevation, usually consisting of a chain of rugged peaks and valleys. Although generally poor agricultural regions, mountains are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, mountains provide a natural defensive barrier, shielding settlements from invaders. 

@@Swamp
Little food or resource can be harvested from swamps, so these wet lands tend to remain unsettled by humankind. Armies moving through swamps are particularly vulnerable to attack due to the general lack of defensible terrain and the ease with which an attacker can cut off routes of escape. 

@@Ocean
Its water. What did you expect?

@@Reptiles
Reptiles of all sizes and description inhabit Minaria's few deserts. 

@@Horses
Wild white horses inhabit much of central Minaria. 

@@Game
The forests of Minaria provide are home to elk, deer, and bear. 

@@Iron
Iron is the metal of choice in weapon making, especially considering the fact that many magical creatures are highly susceptible to iron. Since this time, iron has been a valuable commodity. Unfortunately, its anti-magical properties make spellcasters jittery in its presence.

@@Gold
Gold has always been one of the most highly valued metals in the world. It is used in many spells and conjurings, and even in the manufacture of jewelry. Gold has been established as the basis for monetary systems throughout Minaria. The factors that make gold valuable are its rarity and ability to channel magical energies. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements near the mine. 

@@Spirits
The spirits of the dead are usually not malicious. In fact, well trained sorcerers can very often derive benefit from the existence of a den of such spirits near a city. Certain areas seem to draw ghosts as iron draws magnets, for reasons known only to the spirits themselves and a few wise conjurors. These hapless ghosts cannot leave this plane, and are easily convinced to aid those they once knew, their descendants, and members of their own race.

@@Merfolk
Trade between humans and Merfolk is mutually beneficial. The Merfork provide rare corals, plant and fish extracts prized by mages in exchange for the worked metal objects of humankind. Much like a framer would be angered by a stranger harvesting his fields so are the Merfolk 

@@Forbidden Oasis
The origin and location of the forbidden oasis is unknown but some sages theorize that drinking its water restores youth. 

@@Orchards
The Motte often have fruit bearing trees.

@@Enchanted Grove
The only creation of Lloroi mages to completely survive their cataclysmic civil was a hand full of arbor groves enchanted by white magicians. 

@@Volcano
There is anger in the earth, and forces that even the most skilled seers cannot fathom. In places where the power beneath the ground is too strong for even rock to hold, the stone itself becomes molten. Surging up from below, this molten rock--called magma or lava--destroys everything in its path, then gradually calms in the cool air of the surface. Becoming rock again, the magma builds hills, then mountains, around the point where it leaves the ground. In time, these mountains' fiery heads reach to the sky. To what use magicians put the ash and fumes, magma and pumice, and other odd materials is not known by those outside the arts, but the city benefits, and that's what counts.

@@Silver
Next to gold, silver is one of the most highly valued metals in the world. Like gold, it is vital for many spells and conjurings and in the manufacture of jewelry. Silver is one of the mainstays of every monetary system in the world. The factors that make silver valuable are its malleability, its magical properties, the fact that many magical creatures are vulnerable to it, and its special sympathetic connection to the moon. Although silver can be found in many different areas, the most valuable deposits are large veins running through mountains.

@@Peat

@@Giant Fish
The oceans of Minaria are home to a great variety of creatures. The most sought among them are the many types of Giant Fish.


@@Mammoth
Not only are mammoths giant and hairy, but they smell pretty awful, too. If it weren't for the fact that they provide so many useful materials, hunters would probably avoid them. They're that unpleasant--and dangerous. The average bull mammoth stands more than twice the height of a tall man, with curved tusks that can reach half that in length. When confronted by a charging herd of these massive beasts, even dragons (whose sense of smell is keen and well developed) are likely to get out of the way.

@@Ore

@@Tar Pit
The world is old beyond knowing. In a time so long past that even legends do not speak of it, the earth moved to the gods' whims, and they created and destroyed many strange animals and plants. Over spans of time so long that the life of a man seems a moment by comparison, dead and buried plant matter decays and becomes tar. Covered by the land, this tar sits idle through the years, until the day that a weakness in the rock allows it to escape. This thick, sticky substance then oozes to the surface, where it can trap hapless animals. Tar has uses in magic and crafts, and sometimes a lucky hunter happens on one of those trapped animals--easy prey.

@@Salt
Salt was at one time used as a medium of commerce, like money. It is not only a tasty addition to prepared foods, but one of nature's most efficient methods for preserving meats and other foodstuffs for long-term storage. Finding outcroppings of salt in the wild is normally a simple matter. The tracker follows the trail of deer or some other ruminant animal, and sooner or later comes on what hunters call a "lick" of salt. It is also possible to derive salt from seawater, but because various minerals and other toxins must be removed from the sea salt to make it edible, it is a more expensive source.

@@Merfolk
Trade between humans and Merfolk is mutually beneficial. 

@@Sulfurous Vent
Beneath the earth there are great chambers filled with vile stenches and noxious fumes. Some are natural, created by volcanic upwelling. Others have a more sinister genesis. Regardless of their origin, these stinks are lighter than the rock surrounding them, and they wish to rise into the open air. The gasses exploit any weakness in the rock to create an escape route. When they do finally reach the surface, the stenches steam out through these vents. This is to the detriment of the local environment, but often proves a boon to nearby wizards and city dwellers.

@@Cave Bear
It is not common knowledge in every village, but those who have traveled widely know that the bears, like humans, are divided into many families. There are black and brown bears, fishing bears and hunting bears, the Great Bear and the were-bear, and more. Perhaps the best known to civilized folk is the cave bear. These animals are dangerous, but the warmth of their fur and the fuel made from their fat allows many children to survive the winter when otherwise they would not. Before hunting cave bear, it is important to learn when to go out and which to capture. If we do not hunt wisely, so that the bear family continues to thrive, then we will soon find that there are no bears to hunt, and our children will freeze.

@@Fairy Ring
Though it might seem fragile and insignificant, a small circle of mushrooms (some say toadstools) found in the depths of the forest could be a fairy ring. There are many tales and legends concerning these places or power, and some contradict others. What is sure is that the fae folk place great value in these spots, and wielders of magic prize them as well. It is also sure that many unwise villagers have disappeared in forests near where fairy rings are known to be. Do not be fooled by their beauty; the faeries are not like other folk, and can be as deadly as any creature.

@@Volcano
There is anger in the earth, and forces that even the most skilled seers cannot fathom. In places where the power beneath the ground is too strong for even rock to hold, the stone itself becomes molten. Surging up from below, this molten rock--called magma or lava--destroys everything in its path, then gradually calms in the cool air of the surface. Becoming rock again, the magma builds hills, then mountains, around the point where it leaves the ground. In time, these mountains' fiery heads reach to the sky. To what use magicians put the ash and fumes, magma and pumice, and other odd materials is not known by those outside the arts, but the city benefits, and that's what counts.

@@Silver
Next to gold, silver is one of the most highly valued metals in the world. Like gold, it is vital for many spells and conjurings and in the manufacture of jewelry. Silver is one of the mainstays of every monetary system in the world. The factors that make silver valuable are its malleability, its magical properties, the fact that many magical creatures are vulnerable to it, and its special sympathetic connection to the moon. Although silver can be found in many different areas, the most valuable deposits are large veins running through mountains.

@@Gem Stones

@@Hot Spring

@@Timber
For the craftsman, wood is perhaps the most useful material found in nature. Stands of timber become homes, wagons, furniture, utensils, decorative art, game pieces, and hundreds of other useful, everyday things. Though the timber itself is of no use to practitioners of magic, the discarded bits--bark, leaves, roots, and so on--are required components of many common spells. Thus, an over-forested area in need of managed clearing is a great resource for any city, especially if it is sustained by cautious cutting--and a little magic.

@@Geyser
You can recognize a geyser by the bare stone circle surrounding it. It is a hole in the earth, from which scalding water and mud often erupt. The heat clears the ground nearby of all living things. What is a geyser? A water spirit, of course, trapped in the earth by some enemy as punishment for an evil deed or a lost battle. If the spirit is confined too near the surface, it can vent its rage through any crack in the bedrock, spewing its bile and anger into the air.

@@Giant Fish

@@Scorch

@@Blue Land
Its blue, its land. What more is there to say?

@@Moss

@@Fungi Forest

@@Spike Rock

@@Poison Moss

@@Abyss

@@Vent

@@Giant Insects

@@Manes

@@Emeralite

@@Lava Pool

@@Crystal Growth

@@Toadstools

@@Yeep Stones

@@Su Beast

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5th (remember,
; the list is zero based) description below beginning with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no description, do not list or index.
;
@@GOVERNMENT_INDEX
-1,			; Anarchy
-1,			; Ochlocracy
3,			; Aristocracy
0,			; Tyranny
1,			; Imperialism
2,			; Theocracy
4,			; Pantisocracy
-2,			; MUST BE HERE! TERMINATOR!

@@Tyranny
Vampyre law is simple, the strong rule and the weak serve. The Necromancer has shrewdly inserted himself at the top of the Vampyre Hierarchy. 

All Vampyres and Vampyre Lords require support in the form of blood.
Undead, ghouls, zombies and scum need no support. 
Slaves eat two food per turn. 

Under the Tyranny of the Necromancer citizens do not dare appear unhappy or they will end up at a Vampyre dinner party. 

The Tax and Luxury rates may be set as high as 80%. 

The learning rate can be no higher than 50% however. 

Vampyres have no use for taverns, abbeys, and arenas but they allow these places to exist in exchange for large cash payments extorted from the populous.

There is a very LOW rate of corruption under Tyranny. 

@@Imperialism
Muetar is ruled by the iron fisted Emperor Johan V and his wife Empress Arcadia. 

Each unit beyond the fourth costs one shield per turn.
Folk eat TWO food per turn.

Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).

Under a Imperialism, none of the learning/tax/luxury 
rates may be set higher than 80%. There is no corruption 
or waste in the Muetarian Empire. 

@@Theocracy
The high priest of Elb, Patriarch of Immer Marhault. 
^
^MILITARY
Each unit beyond the fourth costs one shield per turn.
Folk eat TWO food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^TAXATION
Under a Imperialism, none of the learning/tax/luxury 
rates may be set higher than 80%. There is no corruption 
or waste in the Muetarian Empire. 

@@Aristocracy
The Supreme Oligarch Drezel. 

Each unit beyond the fourth costs one shield per turn.
Folk eat TWO food per turn.

Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).

Under a Imperialism, none of the learning/tax/luxury 
rates may be set higher than 80%. There is no corruption 
or waste in the Muetarian Empire. 

@@Fundamentalism


@CONCEPT_DESCRIPTIONS
;

@@Excavation
After learning the art of Excavation, your Folks or Slaves acquire the ability to Excavate the ruins of Lloroi cities. Units can safely stack in ruins but gain no addition defensive bonus other then what the surrounding terrain provides. Magical units can rest and recharge there magical energy while residing in ruins. Ruins can be found scattered throughout Minaria 

To Excavate ruins, chose the "Excavate" command from the Orders menu, or press the "e" key.

@@Ethereal Walk
Ethereal Waling allows you to move units instantly over great distances. In order to walk a unit ethereally between two cities, both cities must have an Ethereal Tower.

To walk a unit ethereally, move the unit into a city with an Ethereal Tower and choose "Ethereal Walk" from the Orders menu, or press the "l" key. A menu of possible destinations appears. Choose the destination city from the menu, and the unit is instantly transported to that city. The unit becomes available for use on the following turn.

@@City Squares
;Translation Note: This refers to the map squares occupied by cities, not "Town Squares".
The resources utilized by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road, which is upgraded to a railroad when the Railroad Advance is discovered. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on Terrain that normally produces no Shields, one Shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.

@@Combat Damage
In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar at the top of the unit's shield symbol). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Naval units can never have their movement reduced below two. The movement of Magical units is not affected by damage.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.

Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building a Courthouse in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Communism and Democracy alleviate this problem altogether.

@@Disband
When a becomes obsolete, costs too much to maintain, you might want to eliminate the unit. To eliminate a unit, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost in Shields is added to the production of whatever unit, Improvement, or Wonder is currently under production in the city.

@@Fortify
Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Fortress
Once your nation has discovered Construction, Folk and Slaves have the ability to construct fortresses. Fortresses can be utilized to defend city perimeters and to block key points of access from enemy armies. A properly manned fortress can provide an effective defense by doubling the defensive strength of all units stationed within. Unlike normal combat, units stacked within a fortress defend and are destroyed one at a time in battle, rather than being destroyed simultaneously. Fortresses themselves do not suffer damage in the attack.

Folk and Slaves can construct fortresses by pressing the "F" key, or choosing the Build Fortress command from the Orders menu. Units within a fortress have their defensive strengths doubled. 

@@Impassable Terrain

@@Invisible Until Combat
In nature, many organisms have evolved methods of concealing themselves. This natural camouflage serves both to hide prey from potential predators and to conceal predators from potential prey. Military units throughout history have taken a lesson from nature and used camouflage of various forms to conceal themselves until they choose to engage in battle. In your efforts to build your civilization, you're quite likely to encounter units, both natural and artificial, that have the ability to remain unseen until they engage in combat. For convenience, all of these units are referred to as "Invisible Until Combat".

@@Irrigation
When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

Only squares vertically or horizontally adjacent to water (Oceans or Rivers) or another irrigated square can be irrigated. After the discovery of Fertility, terrain squares can be double-irrigated to create farmland. Folk and Slaves can be ordered to irrigate by pressing the "I" key, or by selecting "Build Irrigation" from the Orders menu.

@@Luxuries
The provision of Luxuries for your citizens is indicated by the goblet icons in the Resource Box of the City Display. Each two Luxuries makes one content citizen happy, or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Mining
Mining increases the Shield production of Deserts by one, and increases the Shield production of Hills and Mountains by 2 and 3. Folk and Slaves can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Native Transport
Certain units have the ability to move between worlds on their own power. This attribute is referred to as a "Native Transport" ability. Any unit with this sort of power can jaunt from one world to another--within the limits of what worlds it can reach and exist on--without expending any movement points at all. There is a constraint, however. A unit may transport between worlds only at locations where the terrain in the corresponding location on the destination map is of the same domain--land or sea. That is, a naval unit may not transport onto land, and a ground unit may not transport into a sea. Note that this ability is based strictly on the domain of the terrain.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (farmland with a railroad, for example) must be pillaged four times in order to remove all improvements.

@@Pollution
Pollution is most commonly caused by the excessive production of Shields in a city; however, it may also be caused by large city populations (after the discovery of the Automobile), nuclear attacks, or the meltdown of a Nuclear Plant. When a city poses a potential pollution problem, skulls on yellow triangles appear in the Information Box of the City Display. The more skulls a city generates, the higher the city's chance of polluting a terrain square within the city radius each turn. When world pollution reaches sufficiently critical levels, there is a chance that global warming can occur.

Pollution can be cleaned up by moving Settlers or Engineers into the polluted square and pressing the "P" key, or choosing the "Clean Up Pollution" command from the Orders menu. Pollution production of cities can be reduced through the construction of certain City Improvements, or by reducing the city's Shield production.

@@Roads
Roads can be built by Folk and Slaves by pressing the "R" key, or by selecting the "Build Road" command from the Orders menu. Roads can be built in any terrain except Oceans; however, they cannot be built in a River square until the discovery of Craft. Units moving along roads expend only one movement point per square, regardless of terrain type. Roads also increase the amount of Trade produced by Deserts, Motte, Savannah, and any natural resource that already generates trade.

@@Lore
The amount of lore contributed by a city is indicated by the beaker icons shown in the Resource Chart of the City Display. At the start of each turn, the lore output of each city is accumulated, eventually resulting in the discovery of a new Advance. The more beakers each city produces, the faster new Advances are discovered. The amount of lore produced by your nation is primarily determined by the amount of incoming Trade you have allocated to lore. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Nation menu.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the Resource Chart of the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Entertainers increase Luxuries, Tax Men increase Taxes, and Scientists increase Science production.

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Tax Man, click the Entertainer icon once. To create a Scientist, first create a Tax Man, then click the Tax Man icon once. Cities must be size five or larger to support Tax Men and Scientists.

@@Taxes
The Taxes collected by a city are indicated by gold coin icons in the Resource Chart of the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Tax Men.

@@Trade
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Lore. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Trade Routes
Trade routes are established by moving a Caravan or Freight unit into a city at least ten squares from the unit's home city. You receive an immediate cash payment on the turn that the route is established. On each ensuing turn, the two cities each receive a Trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival nation tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through irrigation and mining, Engineers are able to transform map squares into a radically different Terrain types by using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources.

See the Civilopedia entries for each Terrain type for the results of Engineer transformation.

@@Unhappiness Due to Cities
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Veteran Units
Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with a Armory Improvement automatically produce Veteran units, as do all cities under the influence of the Legendary Hero. The attack and defense factors of Veteran units is increased by 50 percent.


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